CombatHeroInfo.cs 9.8 KB

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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using Core.Language;
  4. using Core.Utility;
  5. using Excel2Json;
  6. using Fort23.UTool;
  7. using GameLogic.Combat.CombatTool;
  8. using GameLogic.Hero;
  9. using UnityEngine;
  10. using UnityEngine.Serialization;
  11. using Utility;
  12. [System.Serializable]
  13. public class CombatHeroInfo
  14. {
  15. public enum AttributeType
  16. {
  17. Hp,
  18. Att,
  19. Def,
  20. }
  21. public int modelID;
  22. public EncryptionLong hp = new EncryptionLong();
  23. public EncryptionLong defense = new EncryptionLong();
  24. public EncryptionLong attack = new EncryptionLong();
  25. /// <summary>
  26. /// 闪避 evasion
  27. /// </summary>
  28. public EncryptionInt shanbi = new EncryptionInt();
  29. /// <summary>
  30. /// 经验产出
  31. /// </defK
  32. public EncryptionLong expGain = new EncryptionLong();
  33. public EncryptionFloat attSpeed = new EncryptionFloat();
  34. public EncryptionFloat crit = new EncryptionFloat();
  35. public EncryptionFloat critDamage = new EncryptionFloat();
  36. // public EncryptionFloat dodge = new EncryptionFloat();
  37. public EncryptionInt level;
  38. public EncryptionInt star;
  39. public HeroModelConfig modelConfig;
  40. public HeroPowerUpConfig powerUpConfig;
  41. public MonsterPowerUpConfig MonsterPowerUpConfig;
  42. public HeroPromoteConfig promoteConfig;
  43. public HeroBasicEquipConfig basicEquipConfig;
  44. public long defK;
  45. /// <summary>
  46. /// 减少收到的暴击伤害
  47. /// </summary>
  48. public float reduceHitCritDamage;
  49. /// <summary>
  50. /// 减少收到的伤害
  51. /// </summary>
  52. public float reduceHitDamage;
  53. /// <summary>
  54. /// 技能暴击伤害
  55. /// </summary>
  56. public float skillCritDamage;
  57. /// <summary>
  58. /// 闪避 默认10%的几率
  59. /// </summary>
  60. public float dodge = 5;
  61. /// <summary>
  62. /// 1=英雄 2=小怪 3=精英怪 4=boss
  63. /// </summary>
  64. public int heroType;
  65. public string modelName;
  66. public float maxDis = 2;
  67. public float maxDisTo = 2 * 2;
  68. public bool isMonster;
  69. // public int[] skillId;
  70. // public List<SkillConfig> skillConfigs;
  71. /// <summary>
  72. /// 所有已解锁技能的ID
  73. /// </summary>
  74. public List<int> unLockSkills;
  75. public bool isGpu;
  76. public string heroName;
  77. public CombatHeroInfo()
  78. {
  79. }
  80. // public CombatHeroInfo(AccountFileInfo.HeroData heroData)
  81. // {
  82. // modelConfig = ConfigComponent.Instance.Get<HeroModelConfig>(heroData.heroModelId);
  83. // promoteConfig = ConfigComponent.Instance.Get<HeroPromoteConfig>(heroData.heroPromoteId);
  84. // powerConfig = ConfigComponent.Instance.Get<HeroPowerConfig>(heroData.heroPowerId);
  85. // star = promoteConfig.starGrade;
  86. // lv = powerConfig.heroLevel;
  87. // }
  88. private float rarityFactor;
  89. private float starFactor;
  90. private float factor;
  91. protected Map<AttributeType, int> _AttributeCacheValue = new Map<AttributeType, int>();
  92. /// <summary>
  93. /// 计算影响基础属性的参数
  94. /// (稀有度、星级)
  95. /// </summary>
  96. protected void CalFactor()
  97. {
  98. rarityFactor = PlayerManager.Instance.gameConstantConfig.monsterRarityAttributeFactor[modelConfig.rarity - 1]
  99. / 100f;
  100. starFactor = promoteConfig.star_Power / 100f;
  101. factor = rarityFactor * starFactor;
  102. }
  103. public void AddAttributeValueToCache(AttributeType attributeType, int value)
  104. {
  105. if (_AttributeCacheValue.TryGetValue(attributeType, out int v))
  106. {
  107. value += v;
  108. }
  109. _AttributeCacheValue[attributeType] = value;
  110. }
  111. protected void CalBasicAttribute()
  112. {
  113. _AttributeCacheValue.Clear();
  114. if (isMonster)
  115. {
  116. hp = (EncryptionLong)(modelConfig.hp * MonsterPowerUpConfig.HPFactor * factor);
  117. defense = (EncryptionLong)(modelConfig.def * MonsterPowerUpConfig.DEFFactor * factor);
  118. attack = (EncryptionLong)(modelConfig.attack * MonsterPowerUpConfig.ATKFactor * factor);
  119. shanbi = (EncryptionInt)(modelConfig.shanbi * MonsterPowerUpConfig.SHANBIFactor * factor);
  120. defK = MonsterPowerUpConfig.defK;
  121. // expGain = (EncryptionLong)(modelConfig.expGain * MonsterPowerUpConfig.EXPFactor * factor);
  122. }
  123. else
  124. {
  125. hp = (EncryptionLong)(modelConfig.hp * powerUpConfig.HPFactor * factor);
  126. defense = (EncryptionLong)(modelConfig.def * powerUpConfig.DEFFactor * factor);
  127. attack = (EncryptionLong)(modelConfig.attack * powerUpConfig.ATKFactor * factor);
  128. shanbi = (EncryptionInt)(modelConfig.shanbi * powerUpConfig.SHANBIFactor * factor);
  129. expGain = (EncryptionLong)(modelConfig.expGain * powerUpConfig.EXPFactor * factor);
  130. defK = powerUpConfig.defK;
  131. }
  132. CalUnLockSkill();
  133. for (_AttributeCacheValue.Begin(); _AttributeCacheValue.Next();)
  134. {
  135. switch (_AttributeCacheValue.Key)
  136. {
  137. case AttributeType.Hp:
  138. hp += CombatCalculateTool.Instance.GetVlaueRatioForLong(hp.Value, _AttributeCacheValue.Value);
  139. break;
  140. case AttributeType.Att:
  141. attack += CombatCalculateTool.Instance.GetVlaueRatioForLong(attack.Value,
  142. _AttributeCacheValue.Value);
  143. break;
  144. case AttributeType.Def:
  145. defense += CombatCalculateTool.Instance.GetVlaueRatioForLong(defense.Value,
  146. _AttributeCacheValue.Value);
  147. break;
  148. }
  149. }
  150. }
  151. public SkillConfig GetGroupSkillConfig(int idGroup)
  152. {
  153. if (unLockSkills == null)
  154. {
  155. return default;
  156. }
  157. for (int i = 0; i < unLockSkills.Count; i++)
  158. {
  159. SkillConfig skillConfig = ConfigComponent.Instance.Get<SkillConfig>(unLockSkills[i]);
  160. if (skillConfig.IDGroup == idGroup)
  161. {
  162. return skillConfig;
  163. }
  164. }
  165. return default;
  166. }
  167. protected void CalAttribute()
  168. {
  169. CalBasicAttribute();
  170. attSpeed = (EncryptionFloat)modelConfig.speed_atk;
  171. crit = (EncryptionFloat)modelConfig.crit;
  172. // skillId = modelConfig.skillID;
  173. modelName = modelConfig.model;
  174. isGpu = modelConfig.isUseGpu;
  175. maxDis = modelConfig.range_atk;
  176. maxDisTo = maxDis * maxDis;
  177. heroType = modelConfig.heroType;
  178. }
  179. /// <summary>
  180. /// 计算解锁技能
  181. /// </summary>
  182. public void CalUnLockSkill()
  183. {
  184. unLockSkills = new List<int>();
  185. for (int i = 0; i < modelConfig.skillID.Length; i++)
  186. {
  187. SkillConfig skillConfig =
  188. PlayerManager.Instance.heroController.GetHighestLevelOr1(modelConfig.skillID[i], level.Value,
  189. star.Value, true, isMonster);
  190. if (isMonster && skillConfig.ID <= 0)
  191. {
  192. skillConfig = ConfigComponent.Instance.Get<SkillConfig>(modelConfig.skillID[i] * 10 + 1);
  193. }
  194. if (skillConfig.ID > 0)
  195. {
  196. unLockSkills.Add(skillConfig.ID);
  197. AddSkillAttribute(skillConfig);
  198. }
  199. }
  200. }
  201. protected void AddSkillAttribute(SkillConfig skillConfig)
  202. {
  203. if (skillConfig.addPropertyType == null)
  204. {
  205. return;
  206. }
  207. for (int i = 0; i < skillConfig.addPropertyType.Length; i++)
  208. {
  209. int propertyType = skillConfig.addPropertyType[i];
  210. int value = skillConfig.addPropertyValue[i];
  211. switch (propertyType)
  212. {
  213. case 1:
  214. AddAttributeValueToCache(AttributeType.Hp, value);
  215. break;
  216. case 2:
  217. AddAttributeValueToCache(AttributeType.Att, value);
  218. break;
  219. case 3:
  220. AddAttributeValueToCache(AttributeType.Def, value);
  221. break;
  222. }
  223. }
  224. }
  225. protected void SetDataConfig(int modelID, int level, int star)
  226. {
  227. modelConfig = ConfigComponent.Instance.Get<HeroModelConfig>(modelID);
  228. if (isMonster)
  229. {
  230. MonsterPowerUpConfig = ConfigComponent.Instance.Get<MonsterPowerUpConfig>(level);
  231. }
  232. else
  233. {
  234. powerUpConfig = ConfigComponent.Instance.Get<HeroPowerUpConfig>(level);
  235. }
  236. promoteConfig = ConfigComponent.Instance.Get<HeroPromoteConfig>(star);
  237. this.level = (EncryptionInt)level;
  238. this.star = (EncryptionInt)star;
  239. heroName = LanguageManager.Instance.Text(modelConfig.name);
  240. }
  241. public void InitMonster(int modelID, int level, int star = 1)
  242. {
  243. isMonster = true;
  244. SetDataConfig(modelID, level, star);
  245. CalFactor();
  246. CalAttribute();
  247. // SkillData = new SkillData(this);
  248. // SkillData.InitSkills();
  249. }
  250. // public void InitMonster(int id,int level)
  251. // {
  252. // HeroModelConfig heroModelConfig = ConfigComponent.Instance.Get<HeroModelConfig>(id);
  253. // HeroPowerUpConfig heroPowerUpConfig = ConfigComponent.Instance.Get<HeroPowerUpConfig>(level);
  254. // hp = (EncryptionLong)(heroModelConfig.hp*heroPowerUpConfig.HPFactor);
  255. // defense=(EncryptionLong)(heroModelConfig.def*heroPowerUpConfig.DEFFactor);
  256. // attack=(EncryptionLong)(heroModelConfig.attack*heroPowerUpConfig.ATKFactor);
  257. // attSpeed=(EncryptionFloat)heroModelConfig.speed_atk;
  258. // crit=(EncryptionFloat)heroModelConfig.crit;
  259. // skillId = heroModelConfig.skillID;
  260. // modelName = heroModelConfig.model;
  261. // isGpu = heroModelConfig.isUseGpu;
  262. // maxDis=heroModelConfig.range_atk;
  263. // maxDisTo = maxDis * maxDis;
  264. // }
  265. public CombatHeroInfo Copy()
  266. {
  267. CombatHeroInfo combatHeroInfo = (CombatHeroInfo)MemberwiseClone();
  268. return combatHeroInfo;
  269. }
  270. }